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| {{clr|10|A[}}{{clr|9|H}} ~ {{clr|9|H}}, {{clr|7|L}}{{clr|10|]}} > {{clr|2|4S}} || Anywhere || 1922 || {{clr|7|Easy}} || This Medium Tatsu ender does more damage compared to {{clr|10|A[}}{{clr|9|H}} ~ {{clr|9|H}}{{clr|10|]}} > {{clr|2|4S}}.<br>However, the oki is worsened midscreen as a you can only dash forward or jab if they back rise. | | {{clr|10|A[}}{{clr|9|H}} ~ {{clr|9|H}}, {{clr|7|L}}{{clr|10|]}} > {{clr|2|4S}} || Anywhere || 1922 || {{clr|7|Easy}} || This Medium Tatsu ender does more damage compared to {{clr|10|A[}}{{clr|9|H}} ~ {{clr|9|H}}{{clr|10|]}} > {{clr|2|4S}}.<br>However, the oki is worsened midscreen as a you can only dash forward or jab if they back rise. | ||
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{| class="wikitable" style="margin:auto" | |||
|+ Metered Combos | |||
|- | |||
! Combo !! Position !! Damage !! Difficulty !! Notes | |||
|- | |||
| {{clr|4|PDR}}, {{clr|8|6MP}}, {{clr|8|5MP}} > {{clr|8|214MK}}/{{clr|8|236MK}}/{{clr|9|623HP}} || Anywhere || 1920/2080/2320 || {{clr|4|Medium}} || This is a core part of your Drive Rush strike mixup, {{clr|8|2MK}} being the other. | |||
|- | |||
| Any {{clr|8|Medium}}/{{clr|9|Heavy}} Starter > {{clr|10|214PP}} > {{clr|10|214214P}} || Anywhere || 2900-3800 || {{clr|4|Medium}} || Your basic route into level 2. You can charge Shin Hasho to level 2 if you release it as soon as it hits the second level of charge. | |||
|- | |||
| Any {{clr|8|Medium}}/{{clr|9|Heavy}} Starter > {{clr|10|236KK}}, {{clr|9|623HP}} || Midscreen || 1980-2880 || {{clr|4|Medium}} || Midscreen combo extension. Replace Shoryuken with level 1 for more damage. Cancel Shoryuken to level 3 for even more. | |||
|- | |||
| Starter > {{clr|10|236KK}} > {{clr|10|214214P}} || Midscreen || 2940-3840 || {{clr|4|Medium}} || Another route into level 2 that does a hair more damage. | |||
|- | |||
| ({{clr|9|6HP}}, {{clr|8|5MP}})/({{clr|8|5MP}}, {{clr|9|4HP}}) > {{clr|10|236KK}}, {{clr|9|4HK}} > {{clr|9|623HP}} || Midscreen || 2600/2980 || {{clr|9|Hard}} || You can only squeeze in the {{clr|9|4HK}} if you end your starter really close to them. You can '''NOT''' cancel the {{clr|9|4HK}} into level 1. If you wanna spend super, you have to cancel into level 3. | |||
|- | |||
| Starter > {{clr|10|214KK}}, {{clr|4|PDR}}, {{clr|8|5MP}} > {{clr|8|214MP}}, {{clr|9|623HP}} || Corner || 2528-3550 || {{clr|4|Medium}} || Your basic OD+DR extension for extra damage in the corner. Can also be ended in supers after the OD Tatsu instead of doing the more complex DRC version. | |||
|- | |||
| {{clr|9|5HP}} > {{clr|4|DRC}} > {{clr|9|5HK}} > {{clr|9|5HP}} > {{clr|4|DRC}} > {{clr|9|5HK}} > {{clr|9|5HP}} > {{clr|9|623HP}} > {{clr|10|236236K}} || Anywhere || 5796 || {{clr|7|Easy}} || Very simple drive meter dump into level 3 that works anywhere on the screen. Useful as a punish starter or punish counter drive impact round ender. | |||
|- | |||
| Any {{clr|8|Medium}}/{{clr|9|Heavy}} Starter > {{clr|4|DRC}}, {{clr|9|5HP}}, {{clr|9|4HP}} > {{clr|9|236HK}}, {{clr|7|623LP}}, {{clr|10|236236K}} || Corner || 4505-5541 || {{clr|9|Hard}} || A high damage level 3 corner combo. It has a link between {{clr|9|5HP}} and {{clr|9|4HP}}, after Heavy Donkey Kick, and a tight cancel from Shoryuken into level 3. | |||
|- | |||
| {{clr|9|jHP}}/{{clr|9|jHK}}, {{clr|9|5HP}} > {{clr|4|DRC}}, {{clr|9|5HK}}, {{clr|9|5HP}} > {{clr|4|DRC}}, {{clr|9|5HP}}, {{clr|9|4HP}} > {{clr|9|236HK}}, {{clr|7|623LP}}, {{clr|10|236236K}} || Corner || 6145 || {{clr|9|Hard}} || This is only possible on a jump-in, Shoryuken punish or stun. You can omit the {{clr|9|j.HP}} and start with {{clr|9|5HP}} > {{clr|4|DRC}} for 5909. If you are midscreen you simply cut out the Heavy Donkey Kick and Light Shoryuken and put in a Heavy Shoryuken to level 3. | |||
|} |
Revision as of 01:05, 9 December 2023
Modern Control Combos
Combo | Position | Damage | Difficulty | Notes |
---|---|---|---|---|
A[L ~ L] | Anywhere | 1200 | Assisted | Your only option for Donkey Kick off a light. Great for checking Drive Rush. Don't spam it otherwise - light Donkey Kick is -11 OB and you won't be anywhere near safe. |
2L ~ 2L ~ 5L > 623H 2L ~ 2L ~ 5L > 6S |
Anywhere | 1690 1494 |
V. Easy | Your basic light confirm. Unlike Classic, Modern Ryu cannot confirm this string into Donkey Kick. Modern Ryu can focus entirely on confirming distance to the opponent and cancel into Shoryuken early without buffering. |
2L ~ 2L ~ 2L > 4S | Anywhere | 1214 | V. Easy | Hooray! You get medium tatsu from your crouching light punch! |
2M > 4S/2S | Anywhere | 1076/1204 | V. Easy | Though 2M combos to almost all versions of your specials on normal hit (including all your shortcut specials), focus mainly on these two. Donkey Kick is safer than Tatsu and leaves you open to pop a Denjin charge. Tatsu has great corner carry. |
A[H ~ H] > 4S/623H A[H ~ H] > 4S/6S |
Anywhere | 1784/2260 1784/2064 |
V. Easy | Heavy Shoryuken is your highest damage meterless A[H] combo. Tatsu gives you corner carry and oki. You can start buffering the 623H motion immediately by holding forward for easy full damage. |
5M, A[M] > 4S/2S/623H 5M, A[M] > 4S/2S/6S |
Anywhere | 1776/1904/2320 1776/1904/2096 |
Easy | A consistent combo that can be optimized for damage, corner carry, or a mostly safe Denjin charge. Since M.Ryu does not have Short Uppercut (4HP), this is Modern Ryu's highest damage meterless combo. A second 5M can be used in place of A[M] for +2f to the cancel window, but it is 1f less safe if blocked. |
A[H ~ H, L ~ L] | Anywhere | 2090 | Easy | Thanks to Modern controls, you only have to do one link for this combo (and it still does full damage!). Light Donkey Kick gives you space to pop Denjin. |
A[H ~ H, L] > 4S | Anywhere | 1922 | Easy | This Medium Tatsu ender does more damage compared to A[H ~ H] > 4S. However, the oki is worsened midscreen as a you can only dash forward or jab if they back rise. |
Combo | Position | Damage | Difficulty | Notes |
---|---|---|---|---|
PDR, 6MP, 5MP > 214MK/236MK/623HP | Anywhere | 1920/2080/2320 | Medium | This is a core part of your Drive Rush strike mixup, 2MK being the other. |
Any Medium/Heavy Starter > 214PP > 214214P | Anywhere | 2900-3800 | Medium | Your basic route into level 2. You can charge Shin Hasho to level 2 if you release it as soon as it hits the second level of charge. |
Any Medium/Heavy Starter > 236KK, 623HP | Midscreen | 1980-2880 | Medium | Midscreen combo extension. Replace Shoryuken with level 1 for more damage. Cancel Shoryuken to level 3 for even more. |
Starter > 236KK > 214214P | Midscreen | 2940-3840 | Medium | Another route into level 2 that does a hair more damage. |
(6HP, 5MP)/(5MP, 4HP) > 236KK, 4HK > 623HP | Midscreen | 2600/2980 | Hard | You can only squeeze in the 4HK if you end your starter really close to them. You can NOT cancel the 4HK into level 1. If you wanna spend super, you have to cancel into level 3. |
Starter > 214KK, PDR, 5MP > 214MP, 623HP | Corner | 2528-3550 | Medium | Your basic OD+DR extension for extra damage in the corner. Can also be ended in supers after the OD Tatsu instead of doing the more complex DRC version. |
5HP > DRC > 5HK > 5HP > DRC > 5HK > 5HP > 623HP > 236236K | Anywhere | 5796 | Easy | Very simple drive meter dump into level 3 that works anywhere on the screen. Useful as a punish starter or punish counter drive impact round ender. |
Any Medium/Heavy Starter > DRC, 5HP, 4HP > 236HK, 623LP, 236236K | Corner | 4505-5541 | Hard | A high damage level 3 corner combo. It has a link between 5HP and 4HP, after Heavy Donkey Kick, and a tight cancel from Shoryuken into level 3. |
jHP/jHK, 5HP > DRC, 5HK, 5HP > DRC, 5HP, 4HP > 236HK, 623LP, 236236K | Corner | 6145 | Hard | This is only possible on a jump-in, Shoryuken punish or stun. You can omit the j.HP and start with 5HP > DRC for 5909. If you are midscreen you simply cut out the Heavy Donkey Kick and Light Shoryuken and put in a Heavy Shoryuken to level 3. |